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<li class="navelem"><b>T3D</b></li><li class="navelem"><a class="el" href="class_t3_d_1_1_material.html">Material</a></li>  </ul>
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<a href="#pub-types">Public Types</a> &#124;
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Public Types</h2></td></tr>
<tr class="memitem:a4adc17951117aaed2b88aa6bd35b962d"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><b>blendMode</b> { <b>BLEND_NONE</b>, 
<b>BLEND_DEFAULT</b>, 
<b>BLEND_ADD</b>, 
<b>BLEND_MULTIPLY</b>
 }</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:ab8347e3f550a72d3b63ffcdd631b18e2"><td class="memItemLeft" align="right" valign="top"><a class="anchor" id="ab8347e3f550a72d3b63ffcdd631b18e2"></a>
&#160;</td><td class="memItemRight" valign="bottom"><b>Material</b> (float r, float g, float b, float a)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setDiffuse</b> (float r, float g, float b, float a)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setSpecular</b> (float r, float g, float b, float a)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setEmissive</b> (float r, float g, float b, float a)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setShininess</b> (float s)</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setFlatShading</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setSmoothShading</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setBlending</b> (blendMode mode)</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>isTextured</b> ()</td></tr>
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unsigned int&#160;</td><td class="memItemRight" valign="bottom"><b>getTexID</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setTexture</b> (<a class="el" href="class_t3_d_1_1_texture.html">Texture</a> *tex, float scale=1.0)</td></tr>
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<a class="el" href="class_t3_d_1_1_texture.html">Texture</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>getTexture</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setTextureScale</b> (float s)</td></tr>
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float&#160;</td><td class="memItemRight" valign="bottom"><b>getTextureScale</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setShader</b> (<a class="el" href="class_t3_d_1_1_shader.html">Shader</a> *s)</td></tr>
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<a class="el" href="class_t3_d_1_1_shader.html">Shader</a> *&#160;</td><td class="memItemRight" valign="bottom"><b>getShader</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>addToQueue</b> (<a class="el" href="class_t3_d_1_1_game_object.html">GameObject</a> *gameObject)</td></tr>
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std::queue&lt; <a class="el" href="class_t3_d_1_1_game_object.html">GameObject</a> * &gt; &amp;&#160;</td><td class="memItemRight" valign="bottom"><b>getQueue</b> ()</td></tr>
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float *&#160;</td><td class="memItemRight" valign="bottom"><b>getDiffuse</b> ()</td></tr>
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float *&#160;</td><td class="memItemRight" valign="bottom"><b>getSpecular</b> ()</td></tr>
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float *&#160;</td><td class="memItemRight" valign="bottom"><b>getEmissive</b> ()</td></tr>
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float&#160;</td><td class="memItemRight" valign="bottom"><b>getShininess</b> ()</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>getSmoothShading</b> ()</td></tr>
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blendMode&#160;</td><td class="memItemRight" valign="bottom"><b>getBlending</b> ()</td></tr>
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void&#160;</td><td class="memItemRight" valign="bottom"><b>setSortedDraw</b> (bool sort, bool noDepthWrite)</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>getSortedDraw</b> ()</td></tr>
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bool&#160;</td><td class="memItemRight" valign="bottom"><b>getDisablDepth</b> ()</td></tr>
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<hr/>The documentation for this class was generated from the following files:<ul>
<li>M:/T3Dwin/T3DShaderVersion/T3D/T3D/<a class="el" href="_material_8h_source.html">Material.h</a></li>
<li>M:/T3Dwin/T3DShaderVersion/T3D/T3D/Material.cpp</li>
</ul>
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